#include "LocalShader.h"

REGISTER_SHADER(LocalVertexShader, "HybridRenderingTAA\\Local.vert")

REGISTER_SHADER(LocalFragmentShader, "HybridRenderingTAA\\Local.frag")

REGISTER_SHADER(PreViewVertexShader, "HybridRenderingTAA\\PreView.vert")

REGISTER_SHADER(PreViewFragmentShader, "HybridRenderingTAA\\PreView.frag")

REGISTER_SHADER(GBufferVertexShader, "HybridRenderingTAA\\GBuffer.vert")

REGISTER_SHADER(GBufferFragmentShader, "HybridRenderingTAA\\GBuffer.frag")

REGISTER_SHADER(ShadowsRayTraceComputeShader, "HybridRenderingTAA\\Shadows\\ShadowsRayTrace.comp")

REGISTER_SHADER(ShadowsDenoiseResetArgsComputeShader, "HybridRenderingTAA\\Shadows\\ShadowsDenoiseResetArgs.comp")

REGISTER_SHADER(ShadowsTemporalAccumulationComputeShader, "HybridRenderingTAA\\Shadows\\ShadowsTemporalAccumulation.comp")

REGISTER_SHADER(ShadowsDenoiseCopyShadowTilesComputeShader, "HybridRenderingTAA\\Shadows\\ShadowsDenoiseCopyShadowTiles.comp")

REGISTER_SHADER(ShadowsDenoiseAtrousComputeShader, "HybridRenderingTAA\\Shadows\\ShadowsDenoiseAtrous.comp")

REGISTER_SHADER(AoRayTraceComputeShader, "HybridRenderingTAA\\AO\\AoRayTrace.comp")

REGISTER_SHADER(AoDenoiseResetArgsComputeShader, "HybridRenderingTAA\\AO\\AoDenoiseResetArgs.comp")

REGISTER_SHADER(AoTemporalAccumulationComputeShader, "HybridRenderingTAA\\AO\\AoTemporalAccumulation.comp")

REGISTER_SHADER(AoDenoiseBilateralBlurComputeShader, "HybridRenderingTAA\\AO\\AoDenoiseBilateralBlur.comp")

REGISTER_SHADER(DdgiRayTraceRgenShader, "HybridRenderingTAA\\DDGI\\DdgiRayTrace.rgen")

REGISTER_SHADER(DdgiRayTraceRchitShader, "HybridRenderingTAA\\DDGI\\DdgiRayTrace.rchit")

REGISTER_SHADER(DdgiRayTraceRmissShader, "HybridRenderingTAA\\DDGI\\DdgiRayTrace.rmiss")

REGISTER_SHADER(DdgiIrradianceProbeUpdateComputeShader, "HybridRenderingTAA\\DDGI\\DdgiIrradianceProbeUpdate.comp")

REGISTER_SHADER(DdgiDepthProbeUpdateComputeShader, "HybridRenderingTAA\\DDGI\\DdgiDepthProbeUpdate.comp")

REGISTER_SHADER(DdgiIrradianceBorderUpdateComputeShader, "HybridRenderingTAA\\DDGI\\DdgiIrradianceBorderUpdate.comp")

REGISTER_SHADER(DdgiDepthBorderUpdateComputeShader, "HybridRenderingTAA\\DDGI\\DdgiDepthBorderUpdate.comp")

REGISTER_SHADER(DdgiSampleProbeGridComputeShader, "HybridRenderingTAA\\DDGI\\DdgiSampleProbeGrid.comp")

REGISTER_SHADER(ShProjectionComputeShader, "HybridRenderingTAA\\Cubemap\\ShProjection.comp")

REGISTER_SHADER(ShAddComputeShader, "HybridRenderingTAA\\Cubemap\\ShAdd.comp")

REGISTER_SHADER(PrefilterComputeShader, "HybridRenderingTAA\\Cubemap\\Prefilter.comp")

REGISTER_SHADER(ReflectionsRayTraceRgenShader, "HybridRenderingTAA\\Reflections\\ReflectionsRayTrace.rgen")

REGISTER_SHADER(ReflectionsRayTraceRchitShader, "HybridRenderingTAA\\Reflections\\ReflectionsRayTrace.rchit")

REGISTER_SHADER(ReflectionsRayTraceRmissShader, "HybridRenderingTAA\\Reflections\\ReflectionsRayTrace.rmiss")

REGISTER_SHADER(ReflectionsDenoiseResetArgsComputeShader, "HybridRenderingTAA\\Reflections\\ReflectionsDenoiseResetArgs.comp")

REGISTER_SHADER(ReflectionsTemporalAccumulationComputeShader, "HybridRenderingTAA\\Reflections\\ReflectionsTemporalAccumulation.comp")

REGISTER_SHADER(ReflectionsDenoiseCopyTilesComputeShader, "HybridRenderingTAA\\Reflections\\ReflectionsDenoiseCopyTiles.comp")

REGISTER_SHADER(ReflectionsDenoiseAtrousComputeShader, "HybridRenderingTAA\\Reflections\\ReflectionsDenoiseAtrous.comp")

REGISTER_SHADER(DeferredVertexShader, "HybridRenderingTAA\\Deferred\\Deferred.vert")

REGISTER_SHADER(DeferredFragmentShader, "HybridRenderingTAA\\Deferred\\Deferred.frag")

REGISTER_SHADER(SkyboxVertexShader, "HybridRenderingTAA\\Deferred\\Skybox.vert")

REGISTER_SHADER(SkyboxFragmentShader, "HybridRenderingTAA\\Deferred\\Skybox.frag")

REGISTER_SHADER(GroundTruthPathRayTraceRgenShader, "HybridRenderingTAA\\TAA\\GroundTruthPathRayTrace.rgen")

REGISTER_SHADER(GroundTruthPathRayTraceRchitShader, "HybridRenderingTAA\\TAA\\GroundTruthPathRayTrace.rchit")

REGISTER_SHADER(GroundTruthPathRayTraceRmissShader, "HybridRenderingTAA\\TAA\\GroundTruthPathRayTrace.rmiss")

REGISTER_SHADER(TaaComputeShader, "HybridRenderingTAA\\TAA\\Taa.comp")

REGISTER_SHADER(TonemapVertexShader, "HybridRenderingTAA\\TAA\\Tonemap.vert")

REGISTER_SHADER(TonemapFragmentShader, "HybridRenderingTAA\\TAA\\Tonemap.frag")